Step adjustment for humanoid robots has been shown to improve robustness in gaits. However, step duration adaptation is often neglected in control strategies. In this paper, we propose an approach that combines both step location and timing adjustment for generating robust gaits. In this approach, step location and step timing are decided, based on feedback from the current state of the robot. The proposed approach is comprised of two stages. In the first stage, the nominal step location and step duration for the next step or a previewed number of steps are specified. In this stage which is done at the start of each step, the main goal is to specify the best step length and step duration for a desired walking speed. The second stage deals with finding the best landing point and landing time of the swing foot at each control cycle. In this stage, stability of the gaits is preserved by specifying a desired offset between the swing foot landing point and the Divergent Component of Motion (DCM) at the end of current step. After specifying the landing point of the swing foot at a desired time, the swing foot trajectory is regenerated at each control cycle to realize desired landing properties. Simulation on different scenarios shows the robustness of the generated gaits from our proposed approach compared to the case where no timing adjustment is employed.

A number of recent studies have investigated differences in human choice behavior depending on task framing, especially comparing economic decision-making to choice behavior in equivalent sensorimotor tasks. Here we test whether decision-making under ambiguity exhibits effects of task framing in motor vs. non-motor context. In a first experiment, we designed an experience-based urn task with varying degrees of ambiguity and an equivalent motor task where subjects chose between hitting partially occluded targets. In a second experiment, we controlled for the different stimulus design in the two tasks by introducing an urn task with bar stimuli matching those in the motor task. We found ambiguity attitudes to be mainly influenced by stimulus design. In particular, we found that the same subjects tended to be ambiguity-preferring when choosing between ambiguous bar stimuli, but ambiguity-avoiding when choosing between ambiguous urn sample stimuli. In contrast, subjects’ choice pattern was not affected by changing from a target hitting task to a non-motor context when keeping the stimulus design unchanged. In both tasks subjects’ choice behavior was continuously modulated by the degree of ambiguity. We show that this modulation of behavior can be explained by an information-theoretic model of ambiguity that generalizes Bayes-optimal decision-making by combining Bayesian inference with robust decision-making under model uncertainty. Our results demonstrate the benefits of information-theoretic models of decision-making under varying degrees of ambiguity for a given context, but also demonstrate the sensitivity of ambiguity attitudes across contexts that theoretical models struggle to explain.

In The 12th International Workshop on the Algorithmic Foundations of Robotics WAFR, Berkeley, USA, 2016 (inproceedings)

Abstract

Stochastic Optimal Control (SOC) typically considers noise only in the process model, i.e. unknown disturbances. However, in many robotic applications involving interaction with the environment, such as locomotion and manipulation, uncertainty also comes from lack of precise knowledge of the world, which is not an actual disturbance. We analyze the effects of also considering noise in the measurement model, by devel- oping a SOC algorithm based on risk-sensitive control, that includes the dynamics of an observer in such a way that the control law explicitly de- pends on the current measurement uncertainty. In simulation results on a simple 2D manipulator, we have observed that measurement uncertainty leads to low impedance behaviors, a result in contrast with the effects of process noise that creates stiff behaviors. This suggests that taking into account measurement uncertainty could be a potentially very interesting way to approach problems involving uncertain contact interactions.

Linear models for control and motion generation of humanoid robots have received significant attention in the past years, not only due to their well known theoretical guarantees, but also because of practical computational advantages. However, to tackle more challenging tasks and scenarios such as locomotion on uneven terrain, a more expressive model is required. In this paper, we are interested in contact interaction-centered motion optimization based on the momentum dynamics model. This model is non-linear and non-convex; however, we find a relaxation of the problem that allows us to formulate it as a single convex quadratically-constrained quadratic program (QCQP) that can be very efficiently optimized and is useful for multi-contact planning. This convex model is then coupled to the optimization of end-effector contact locations using a mixed integer program, which can also be efficiently solved. This becomes relevant e.g. to recover from external pushes, where a predefined stepping plan is likely to fail and an online adaptation of the contact location is needed. The performance of our algorithm is demonstrated in several multi-contact scenarios for a humanoid robot.

2015

In International Conference on Computer Vision (ICCV), December 2015 (inproceedings)

Abstract

Despite recent progress, reconstructing outdoor scenes in 3D from movable platforms remains a highly difficult endeavor. Challenges include low frame rates, occlusions, large distortions and difficult lighting conditions. In this paper, we leverage the fact that the larger the reconstructed area, the more likely objects of similar type and shape will occur in the scene. This is particularly true for outdoor scenes where buildings and vehicles often suffer from missing texture or reflections, but share similarity in 3D shape. We take advantage of this shape similarity by locating objects using detectors and jointly reconstructing them while learning a volumetric model of their shape. This allows us to reduce noise while completing missing surfaces as objects of similar shape benefit from all observations for the respective category. We evaluate our approach with respect to LIDAR ground truth on a novel challenging suburban dataset and show its advantages over the state-of-the-art.

In International Conference on Computer Vision (ICCV), International Conference on Computer Vision (ICCV), December 2015 (inproceedings)

Abstract

One of the most popular approaches to multi-target tracking is tracking-by-detection. Current min-cost flow algorithms which solve the data association problem optimally have three main drawbacks: they are computationally expensive, they assume that the whole video is given as a batch, and they scale badly in memory and computation with the length of the video sequence. In this paper, we address each of these issues, resulting in a computationally and memory-bounded solution. First, we introduce a dynamic version of the successive shortest-path algorithm which solves the data association problem optimally while reusing computation, resulting in faster inference than standard solvers. Second, we address the optimal solution to the data association problem when dealing with an incoming stream of data (i.e., online setting). Finally, we present our main contribution which is an approximate online solution with bounded memory and computation which is capable of handling videos of arbitrary length while performing tracking in real time. We demonstrate the effectiveness of our algorithms on the KITTI and PETS2009 benchmarks and show state-of-the-art performance, while being significantly faster than existing solvers.

In large datasets, manual data verification is impossible, and we must expect the number of outliers to increase with data size. While principal component analysis (PCA) can reduce data size, and scalable solutions exist, it is well-known that outliers can arbitrarily corrupt the results. Unfortunately, state-of-the-art approaches for robust PCA are not scalable. We note that in a zero-mean dataset, each observation spans a one-dimensional subspace, giving a point on the Grassmann manifold. We show that the average subspace corresponds to the leading principal component for Gaussian data. We provide a simple algorithm for computing this Grassmann Average (GA), and show that the subspace estimate is less sensitive to outliers than PCA for general distributions. Because averages can be efficiently computed, we immediately gain scalability. We exploit robust averaging to formulate the Robust Grassmann Average (RGA) as a form of robust PCA. The resulting Trimmed Grassmann Average (TGA) is appropriate for computer vision because it is robust to pixel outliers. The algorithm has linear computational complexity and minimal memory requirements. We demonstrate TGA for background modeling, video restoration, and shadow removal. We show scalability by performing robust PCA on the entire Star Wars IV movie; a task beyond any current method. Source code is available online.

In IEEE International Conference on Computer Vision (ICCV), pages: 3514-3522, International Conference on Computer Vision (ICCV), December 2015 (inproceedings)

Abstract

We formulate the estimation of dense depth maps from video sequences as a problem of intrinsic image estimation. Our approach synergistically integrates the estimation of multiple intrinsic images including depth, albedo, shading, optical flow, and surface contours. We build upon an example-based framework for depth estimation that uses label transfer from a database of RGB and depth pairs. We combine this with a method that extracts consistent albedo and shading from video. In contrast to raw RGB values, albedo and shading provide a richer, more physical, foundation for depth transfer. Additionally we train a new contour detector to predict surface boundaries from albedo, shading, and pixel values and use this to improve the estimation of depth boundaries. We also integrate sparse structure from motion with our method to improve the metric accuracy of the estimated depth maps. We evaluate our Intrinsic Depth method quantitatively by estimating depth from videos in the NYU RGB-D and SUN3D datasets. We find that combining the estimation of multiple intrinsic images improves depth estimation relative to the baseline method.

In the body, mucus provides an important defense mechanism by limiting the penetration of pathogens. It is therefore also a major obstacle for the efficient delivery of particle-based drug carriers. The acidic stomach lining in particular is difficult to overcome because mucin glycoproteins form viscoelastic gels under acidic conditions. The bacterium Helicobacter pylori has developed a strategy to overcome the mucus barrier by producing the enzyme urease, which locally raises the pH and consequently liquefies the mucus. This allows the bacteria to swim through mucus and to reach the epithelial surface. We present an artificial system of reactive magnetic micropropellers that mimic this strategy to move through gastric mucin gels by making use of surface-immobilized urease. The results demonstrate the validity of this biomimetic approach to penetrate biological gels, and show that externally propelled microstructures can actively and reversibly manipulate the physical state of their surroundings, suggesting that such particles could potentially penetrate native mucus.

In International Conference on Computer Vision (ICCV), pages: 2300-2308, December 2015 (inproceedings)

Abstract

We accurately estimate the 3D geometry and appearance of the human body from a monocular RGB-D sequence of a user moving freely in front of the sensor. Range data in each frame is first brought into alignment with a multi-resolution 3D body model in a coarse-to-fine process. The method then uses geometry and image texture over time to obtain accurate shape, pose, and appearance information despite unconstrained motion, partial views, varying resolution, occlusion, and soft tissue deformation. Our novel body model has variable shape detail, allowing it to capture faces with a high-resolution deformable head model and body shape with lower-resolution. Finally we combine range data from an entire sequence to estimate a high-resolution displacement map that captures fine shape details. We compare our recovered models with high-resolution scans from a professional system and with avatars created by a commercial product. We extract accurate 3D avatars from challenging motion sequences and even capture soft tissue dynamics.

In International Conference on Computer Vision (ICCV), pages: 729-737, International Conference on Computer Vision (ICCV), December 2015 (inproceedings)

Abstract

Recent advances have enabled 3d object reconstruction approaches using a single off-the-shelf RGB-D camera. Although these approaches are successful for a wide range of object classes, they rely on stable and distinctive geometric or texture features. Many objects like mechanical parts, toys, household or decorative articles, however, are textureless and characterized by minimalistic shapes that are simple and symmetric. Existing in-hand scanning systems and 3d reconstruction techniques fail for such symmetric objects in the absence of highly distinctive features. In this work, we show that extracting 3d hand motion for in-hand scanning effectively facilitates the reconstruction of even featureless and highly symmetric objects and we present an approach that fuses the rich additional information of hands into a 3d reconstruction pipeline, significantly contributing to the state-of-the-art of in-hand scanning.

This chapter discusses the methods and state of the art in microscale manipulation in remote environments using untethered microrobotic devices. It focuses on manipulation at the size scale of tens to hundreds of microns, where small size leads to a dominance of microscale physical effects and challenges in fabrication and actuation. To motivate the challenges of operating at this size scale, the chapter includes coverage of the physical forces relevant to microrobot motion and manipulation below the millimeter-size scale. It then introduces the actuation methods commonly used in untethered manipulation schemes, with particular focus on magnetic actuation due to its wide use in the field. The chapter divides these manipulation techniques into two types: contact manipulation, which relies on direct pushing or grasping of objects for motion, and noncontact manipulation, which relies indirectly on induced fluid flow from the microrobot motion to move objects without any direct contact.

An event-based state estimation approach for reducing communication in a networked control system is proposed. Multiple distributed sensor-actuator-agents observe a dynamic process and sporadically exchange their measurements and inputs over a bus network. Based on these data, each agent estimates the full state of the dynamic system, which may exhibit arbitrary inter-agent couplings. Local event-based protocols ensure that data is transmitted only when necessary to meet a desired estimation accuracy. This event-based scheme is shown to mimic a centralized Luenberger observer design up to guaranteed bounds, and stability is proven in the sense of bounded estimation errors for bounded disturbances. The stability result extends to the distributed control system that results when the local state estimates are used for distributed feedback control. Simulation results highlight the benefit of the event-based approach over classical periodic ones in reducing communication requirements.

Our goal is to understand the principles of Perception, Action and Learning in autonomous systems that successfully interact with complex environments and to use this understanding to design future systems